Professional Documents
Culture Documents
https://doi.org/10.1007/s10639-021-10672-3
Received: 1 February 2021 / Accepted: 11 July 2021 / Published online: 23 July 2021
© The Author(s), under exclusive licence to Springer Science+Business Media, LLC, part of Springer Nature
2021
Abstract
The closure of educational institutions due to the COVID-19 pandemic leads imper-
atively to the utilization of technological advances and the Internet for enabling the
continuity of learning. To this direction, Mobile Game-based Learning (MGbL)
can be beneficial to teaching and learning; since, from technological perspective,
most students prefer to use their mobile devices, such as smartphones or tablets,
and from pedagogical perspective, incorporating gaming in educational process can
boost students’ motivation for learning and improve their learning outcomes. Hence,
this study investigates learners’ intention to use MGbL as an alternative educational
practice during the COVID-19 pandemic, by modeling the pedagogical affordance
of this technology and student interactions with it. As a testbed for this research, a
MGbL application was used for the instruction of the programming language C# in
higher education, during the lockdown period of 2020. The findings reveal that the
MGbL technology has a significant and positive impact on student engagement and
academic performance.
* Akrivi Krouska
akrouska@uniwa.gr
Christos Troussas
ctrouss@uniwa.gr
Cleo Sgouropoulou
csgouro@uniwa.gr
1
Department of Informatics and Computer Engineering, University of West Attica, Attica,
Greece
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230 Education and Information Technologies (2022) 27:229–241
1 Introduction
The COVID-19 pandemic has disrupted human’s normal life, leading to numerous
limitations in all fields, such as market, employment, education etc. Regarding the
educational field, the spread of COVID-19 has as effect the closure of educational
institutions worldwide. Thus, it is imperative to use technological means in order to
provide better access to the learning process (Almaiah et al., 2020). Such technolog-
ical means include the development of educational software, either web-based envi-
ronments or mobile applications, which through personal computers, smartphones
or tablets, can be used as learning tools, without the barriers of time, place and
space (Troussas et al., 2020a). Nowadays, mobile devices have surpassed the use of
personal computers,1 since they are more accessible providing similar capabilities.
The proliferation of mobile technologies offers possibilities to revolutionize edu-
cation, combining mobile learning and game-based learning approaches (Chang &
Hwang, 2019). This is known as Mobile Game-based Learning (MGbL). MGbL
provides an environment where students can learn and/or test their knowledge using
gaming through mobile devices. As such, they are engaged in it, not only for leisure
pursuits but also for educational purposes (Huizenga et al., 2019). The related litera-
ture suggests that the use of MGbL improves the learning outcomes and students’
motivation for learning (Mivehchi & Rajabion, 2020). However, the relationship
between the interaction design requirements for the system acceptance by the users,
the educational technologies incorporated into a MGbL environment for enhancing
learning, and the pedagogical benefits for learners has not been investigated ade-
quately as in the way this paper approaches it.
Indeed, it needs to be emphasized that MGbL approaches could serve as an effec-
tive alternative for education in the COVID-19 period, since the majority of learners
had a smartphone, while a few had a personal computer. Furthermore, if a family
had more members, the procession of more than one personal computer should be
helpful but rather impossible. As such, smartphones were the tools that supported
users to cope with the imposed online education.
Analyzing the related literature, there have been several studies (Agarwal et al.,
2021; Muthuprasad et al., 2021; Tawafak et al., 2021; Vargo et al., 2021; Amir et al.,
2020; Xie et al., 2020; Ionescu et al., 2020) that explore the impact and effect of
COVID-19 pandemic in online education. However, the aforementioned stud-
ies examine learning management systems, web conferencing tools, social media
websites or massive open online courses as the main learning tools used during the
COVID-19 lockdown. On the contrary, this research investigates the pedagogical
affordance of MGbL as a means of online instruction amidst COVID-19 pandemic.
On top of that, it needs to be emphasized that in the era of the imposed fully
online education as a consequence of COVID-19 pandemic, a lack of learners’
motivation has been reported (Panisoara et al., 2020; Iglesias-Pradas et al., 2021;
Tawafak et al., 2021). Therefore, this study seeks to explore the effectiveness of
1
https://gs.statcounter.com/platform-market-share/desktop-mobile-tablet -https://www.broadbandsearch.
net/blog/mobile-desktop-internet-usage-statistics
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Education and Information Technologies (2022) 27:229–241 231
The model, constructed to analyze the potential of the MGbL technology as a peda-
gogical tool, consists of 7 latent variables, which are the following:
• Perceived Ease of Use (PEoU). Perceived ease of use concerns the ease of
information technology as perceived by users. As suggested by the Technology
Acceptance Model (TAM), this factor highly affects the acceptance of the new
system considering the users’ intention to use it and their attitude towards its uti-
lization (Davis, 1989). Regarding mobile applications, it is imperative to design
easy-to-use interfaces in order to overcome the limitations on user interactions
due to the small screen of mobile devices. Therefore, the following hypothesis is
composed:
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Education and Information Technologies (2022) 27:229–241 233
Fig. 1 Research model
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234 Education and Information Technologies (2022) 27:229–241
2
https://www.smartpls.com/
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Education and Information Technologies (2022) 27:229–241 235
composite reliability (CR) and Cronbach Alph values, as well as the outer loading
and AVE values. Moreover, in this stage, Fornell-Larcker Discriminant Validity Cri-
terion was employed. Afterwards, the structural model was evaluated to determine
the support of the model hypotheses. As such, we ran a bootstrapping with 1000
subsamples on Smart PLS for calculating the path coefficients, t values and signifi-
cance of the paths.
The structural model is essential to test the bivariate relationships between the con-
structs included in the model. The results show that all the 9 hypotheses, proposed
in this study, are accepted, since their p value is above .050 (Table 4). In particu-
lar, the highest impact on student performance is by the MGbL technology (H7,
β = .606, p = .000), followed by personalized learning (H4, β = .425, p = .020); while
student engagement (H9, β = .136, p = .046) and collaborative learning (H8, β = .106,
p = .042) are of minor significance compared to the aforementioned variables. The
MGbL technology has also a high positive influence on student engagement, con-
firming H6 with the result of β = .564 and p = .003. Regarding the relation between
MGbL and collaborative learning, H5 is accepted showing that their relation is sig-
nificant and positive (β = .195, p = .028). H3 that suggests a positive relation between
personalized learning and MGbL is supported, since β = .223 and p = .026. Finally,
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The values on the diagonal (square root of AVE) are greater than
their own row and column values (inter-construct correlations)
the results prove that perceived ease of use and perceived enjoyment have a signifi-
cant influence on MGbL (H1, β = .287, p = .032 / H2, β = .325, p = .038).
Fig. 2 illustrates the structural model of this research.
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Education and Information Technologies (2022) 27:229–241 237
Fig. 2 Structural Model
5 Discussion
This research explores the pedagogical affordance of the MGbL technology and stu-
dent interactions in such environments during COVID-19 pandemic, using a specific
application, namely Quiz Time! (Troussas et al., 2020a). The nine hypotheses, stated
in this study, were all confirmed, illustrating the positive impact of MGbL on stu-
dent performance and its acceptance by the learners, as well as its capability to be
used as a key alternative learning tool during COVID-19.
The findings reveal that Quiz Time! has a significant positive relationship with
students’ learning outcomes and their engagement in the learning process. Quiz
Time! is a mobile application for assessing students’ knowledge through gaming.
It provides a pleasant and user-friendly interface, as well as an integrated badge
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6 Conclusions
In the light of the COVID-19 pandemic, the field of education had to be transformed
and enriched with online technologies for the continuity of learning, due to the clo-
sure of educational institutions. In fact, there was a transition from face-to-face to
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Education and Information Technologies (2022) 27:229–241 239
fully online synchronous instruction. In this new situation, from technological per-
spective, it is necessary that students have either a smart mobile device or a per-
sonal computer. From pedagogical perspective, it is essential to keep a high quality
of education and provide environments that engage students in the learning process.
To satisfy these requirements, the MGbL technology seems to be the ideal solu-
tion, since it requires a smart handheld device that most students have and motivates
learners through gaming.
To this direction, this study emphasizes the MGbL technology and explores its
utilization in higher education during COVID-19 lockdown. The findings reveal
that MGbL is an ideal educational practice toward COVID-19 outbreak, increas-
ing student engagement in learning process and improving academic outcomes.
Moreover, personalized and collaborative learning further support the effectiveness
of the MGbL technology. The results also show that perceive ease of use and per-
ceive enjoyment affect positively the intention to use MGbL, since students can use
it without effort and be motivated by the gameplay.
Limitations of this work include that it focuses on tertiary education students as
well as it assessed the utilization of MGbL but not compared to other approaches,
such as Learning Management Systems (LMSs), educational social networks etc.
This research serves for recommending instructors to enrich the tutoring process by
using alternative innovative approaches with strong pedagogical potential as well as
learners to be acquainted with novel technological tools and achieve their learning
objectives.
As future work, we intend to analyze new data of continuous flow due to the
ongoing lockdown and how student attitude toward MGbL technology is affected.
Also, we seek to analyze and interpret the individual survey questions. Our future
plans also include the utilization of MGbL in other domains during the pandemic.
Another interesting area for future investigation is the comparison of MGbL with
other online educational practices, such as LMSs, using the newly acquired data.
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